WATER WEIRD

Large Elemental (Water)

Hit Dice: 3d8+3 (16 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: 30 ft

AC: 16 (-1 size, +2 Dex, +5 natural)

Attacks: Slam +3 melee

Damage: Slam 1d8+4

Face/Reach: 5 ft by 10 ft/5 ft

Special Attacks: Improved grab, water mastery, drench

Special Qualities: Damage reduction 10/bludgeoning, elemental, fire resistance 10, transparency, reform body, control elemental, vulnerabilities

Saves: Fort +4, Ref +4, Will +1

Abilities: Str 15, Dex 17, Con 12, Int 12, Wis 11, Cha 11

Skills: Hide +5, Listen +6, Move Silently +9, Spot +6

Feats: Improved Initiative

 

Climate/Terrain: Any aquatic and underground

Organization: Solitary or gang (2-4)
Challenge Rating:
4

Treasure: Standard

Alignment: Always chaotic evil

Advancement: 4-7 HD (Large); 8-9 HD (Huge)

 

The water weird is a life form that has its origins on the Elemental Plane of Water. They attack all living things, draining their life’s essence as the victim lay dying.

   The water weird takes but two rounds to form from the body of water it inhabits. It appears as a large serpent constructed entirely of water.

 

COMBAT

The water weird lashes out, attempting to wrap itself around its prey, dragging it into the water where the weird attempts to drown it.

   Improved Grab (Ex): To use this ability, the water weird must hit a Medium-size or smaller creature with its slam attack. If it gets a hold it drags its prey into the water where it pins the victim underwater and attempts to drown him.

   Water Mastery (Ex): A water weird gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is land bound, the weird suffers a –4 penalty to attack and damage. (These modifiers are not included in the statistics block).

   Drench (Ex): A water weird’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Medium-size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the weird’s HD total.

   Control Elemental (Ex): The water weird has the ability to take control of a water elemental that is within 30 feet by making a successful Intelligence check (DC 10). If the elemental is being controlled by another creature, the water weird can gain control by making a successful Intelligence check (DC 10 + Intelligence modifier of caster currently controlling elemental).

   Vulnerabilities (Ex): Cold-based effects slow the weird as the spell of the same name. A purify food and drink spell deals 1d4 points of damage per caster level (maximum 10d4) to the water weird. These hit points are not regained when the weird reforms.

   Reform Body (Ex): When reduced to 0 hit points or less, the weird collapses back into the water. Two rounds later, it will reform at full strength (minus any damage suffered from a purify food and drink spell).

   Transparency (Ex): Water weirds are effectively invisible in water until they attack.

   Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits. Water weirds have darkvision 60 feet.

 

 

The Water Weird first appeared in the 1e MM (Gary Gygax, 1977).